Livros interessantes… (e que gostava de ter acesso)

Resonant Games Design Principles for Learning Games that Connect Hearts, Minds, and the Everyday de Eric Klopfer, Jason Haas, Scot Osterweil and Louisa Rosenheck (LINK)

Future Gaming Creative Interventions in Video Game Culture de Paolo Ruffino (LINK)

Connected Gaming What Making Video Games Can Teach Us about Learning and Literacy de Yasmin B. Kafai and Quinn Burke (LINK)

How Games Move Us Emotion de Design de Katherine Isbister (LINK)

e estudos compilados em livros:

Handbook of Computer Game Studies de Joost Raessens and Jeffrey Goldstein (LINK)

Video Games Around the World de Mark J. P. Wolf (LINK)

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Como espalhar a noticia acerca do tal videojogo..

Um gráfico que mostra algumas dicas acerca do desenvolvimento de uma das etapas importantes acerca do desenvolvimento de um videojogo..

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O que fazer para dar vida ao tal videojogo

Mais um gráfico que ilustra algumas ideias acerca do que fazer quando se pretende desenvolver um videojogo…

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Perspectivas de num videojogo

Uma gráfico acerca das perspectivas de um videojogo..

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Entrevista a uma editora de videojogos: Cereal Games

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Um exemplo de uma storyboard

encontrei um exemplo real de uma storyboard, de um jogo em desenvolvimento onde se devem fazer opções ao longo do percurso

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curso: 3D for Games (em Lisboa)

“Dia 8 de Outubro abre o Programa 3D for Games. Vais ter a oportunidade de aprender Modelação, Escultura, Texturas, Iluminação e Render especialmente direcionadas para videojogos.”

+infos(oficial): http://www.odd-school.com/

+infos(rede social): https://www.facebook.com/oddschool/

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+Dicas acerca do desenvolvimento de videojogos

Não encontrei o nome do autor do post onde li algumas informações acerca de factos e dicas relacionados com o desenvolvimento de videojogos.

Coisas que afectam normalmente o sucesso de um videojogo..
Lack of creativity and innovative appeal
Interesting monetization tactics
Banal features and lack of engaging elements
Poor user acquisition
Complicated or confusing game play

dicas:
1) Research to outsmart the competition
2) Determine the game platform
3) UI/UX Design should be a stunner
4) Create addictive stories
5) Create social engagement
6) Hook users with sensational sound effects
7) Don’t prioritize Monetization
8) Practice relentless testing standards
9) Introduce frequent updates
10) Be creative and proactive for Marketing

+infos(fonte): https://www.redbytes.in/how-to-make-a-video-game/

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Mais umas referências de livros acerca do game design

Aqui estão mais umas boas referências de livros acerca do desenvolvimento de videojogos :)

A Theory of Fun for Game Design de Raph Koster

The Art of Game Design: A Book of Lenses de Jesse Schell


Game Design Workshop: A Playcentric Approach to Creating Innovative Games de Tracy Fullerton

 
Challenges for Game Designers de Brenda Brathwaite & Ian Schreiber


Reality Is Broken: Why Games Make Us Better and How They Can Change the World de Jane McGonigal


Level Up! The Guide to Great Video Game Design de Scott Rogers


Game Feel: A Game Designer’s Guide to Virtual Sensation de Steve Swink


How Games Move Us: Emotion by Design (Playful Thinking) de Katherine Isbister


On Game Design de Chris Crawford


Game Design: How to Create Video and Tabletop Games, Start to Finish de Lewis Pulsipher

+infos(fonte): LINK

 

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GDC 2018 SPECIAL

A malta da sonniss.com voltou a disponibilizar um pack de musicas e sons livres de serem usados.

+infos(a oferta): LINK

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Ainda sobre os old games..

Existem sites que fazem negócio mantendo videojogos ao dispor dos utilizadores, apesar das tecnologias terem evoluído. Um desses exemplos é a malta do GOG.com, que fazem realmente um excelente trabalho.

Uma das coisas interessantes que se verifica é que muitos dos videojogos que foram desenvolvidos na década de oitenta e noventa não se sabe quem são os seus “donos” e mais terrível é que muitos dos donos não têm sequer o código fonte.

+infos(GOG): LINK

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Roms, Nintendo or else

Eu nunca tive uma grande finidade pelos jogos da nintendo, não sei porquê mas foram episódios que me passaram ao lado. Não quero com isto dizer que não se trata de uma editora que faz coisas interessantes, que tem o seu nicho de sucesso, mas agora começo a perceber um pouco mais do que afinal é isso de construir um jogo na década de 80 e perpetuar a sua existência sem qualquer limite.

Site de ROMs com videojogos existem vários, contudo dois dos maiores foram recentemente encerrados por causa de um processo desencadeado pela Nintendo: O loveROMS e o LoveRETRO.

Algumas das situações não se podem esconder no assunto de se proteger um videojogo que saiu há cerca de 1, 2 ou 4 anos, mas sim impossibilitar que videojogos deixem de ser jogados porque entretanto as tecnologias evoluíram. Eu compreendo que alguns deles até estão disponíveis para serem jogados online (e oficialmente) em ecrãs de 4k e consolas topo de gama, mas para quê? que miúdos vão hoje experimentar um jogo da década de 80 quando têm ao seu dispor uma montanha de jogos indie que são gratuitos?

Atitudes destas como a da Nintendo não só vêm prejudicar o perpetuar de uma história bonita, que é a manutenção pela comunidade de um portefólio de videojogos, como não vai permitir que outros miúdos que não vão comprar esses videojogos os possam experimentar sem qualquer tipo de impedimento.

“shame on you nintendo”

+infos(noticia em destaque):  LINK

+infos(noticia comentada): LINK

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Bundle de livros..

O site humble bundle está com duas promoções de livros acerca de videojogos, uma relacionado com a programação de videojogos e a outra relacionada com o design.

a primeira campanha, “Humble Book Bundle: Game Design & Puzzlecraft”, continha alguns dos seguintes livros (infelizmente não fui a tempo para retirar a lista completa):
women in tech: take your career to the next level with pratical advice and inspiring stories by Tarah Wheeler
game theory in the age o chaos by Mike Selinker
a theory of fun for game design by Raph Koster
complete kobold guide to game design by Wolfgang Baur et al.
the bones: us and our dice, by Jeff Tidball and Will Hindmarch
puzzlecraft: the dlc, by mike selinker and Thomas Snyder
level uo!: the guide to great video game design, by Scott Rogers
kobold guide to board game design: the dlc by Mike Selinker


a segunda campanha, e que por esta altura ainda está a decorrer tem os seguintes livros:
Introduction to Game Development by James Parker
Python Pocket Primer by Oswald Campesato
Digital Filmmaking by Peter Shaner
Video Game Addiction by David Olle, J. Westcott
Hollywood Studio Production Techniques by Winnie Wong
Classic Game Design by Franz Lanzinger
Video Game Writing Second Edition by Maurice Suckling, Marek Walton
Game Testing Third Edition by C. Schultz, R. Denton Bryant
Introduction to 3D Game Programming Using DirectX 11 by Frank Luna
iOS for Game Programmers by Allen Sherrod
Programming Essentials Using Java by Wm. McAllister, S.J.Fritz
3D Character Development Workshop by Erik Van Horn
Computer Graphics Programming in OpenGL with Java by V. Scott Gordon, John L. Clevenger
Python 3 Pocket Primer by James Parker
Artificial Intelligence in the 21st Century Second Edition by S. Lucci, D.Kopec
Introduction to 3D Game Programming with DirectX12 by Frank Luna
Storyboarding Second Edition by Stephanie Torta, Vladmir Minuty
Photo Restoration Using Adobe Photoshop CC 2017 Second Edition by Vickie Wolper
Python An Introduction to Programming by James Parker

+infos(primeira): https://www.humblebundle.com/books/puzzlecraft-books

+infos (segunda): https://www.humblebundle.com/books/program-your-own-games-books

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PLAY18, PLAY – Creative Gaming Festival

Concurso para um festa acerca do desenvolvimento de videojogos.. na alemanha!

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Motivações que cheguem…

Texto interessante com o titulo: “Become a game developer: your first steps with programming” :)

+infos(post): LINK

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Livros sobre videojogos

Apareceram no mercado mais dois livros de introdução a ambientes gráficos para o desenvolvimento de videojogos e que são:
Unity 2018 Game Development in 24 Hours, Sams Teach Yourself, 3rd Edition – LINK
Godot Engine Game Development in 24 Hours, Sams Teach Yourself: The Official Guide to Godot 3.0 – LINK

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documentários: videojogos Indie

Lista de filmes, e a ver, acerca do desenvolvimento de videojogos Indie
1. The Lost Arcade

2. Indie Game: The Movie

3. Atari: Game Over

4. Free to Play

5. Stage of Development – The Human Stories of Video Games

6. Surviving Indie

7. Branching Paths

8. Road to Eternity

9. Pixel Poetry

+infos(fonte): LINK

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Jogos Sérios no Ensino Superior: Impactos, Experiências e Expectativas

+infos: LINK

Arduino + (unity, .., and other game engines)

arduino + unity:
https://www.alanzucconi.com/2015/10/07/how-to-integrate-arduino-with-unity/

https://medium.freecodecamp.org/you-can-now-create-an-arduino-and-unity3d-interactive-experience-without-latency-2d7388dcc0c

https://github.com/relativty/wrmhl#getting-started-%EF%B8%8F

https://medium.com/@yifeiyin/communication-between-arduino-and-unity-9fdcccc2be3f

http://www.aidanlawrence.com/diy-arduino-unity-motion-controller/

Mais produtividades para as coisas que nos fazem felizes

a) [What you want]
Write down 5 things that you would do if you had 30 more free minutes in your day.

Now, it has to be something that you want (not something that people expect from you). For example it could be to learn a new skill, spending time with your loved ones, or just chill or read a book that you meant to read for the past years

b) [More Time at home]
Wake-up 5-15 minutes earlier tomorrow

Key point:

  • Set your alarm
  • Get-up when the alarm goes off.
  • No excuses, no delay. Just do it!

Now, you need to use this time actively to do something that you always wanted to do for a while.
So, use these 10 minutes as follows:

  • Use the first 10 minutes to search/read about what you’d like to do
  • Use the next 5 minutes to plan for how you could apply what you found tomorrow.

You don’t have to do much, but just to get in the habit of using this time (15 minutes) for this particular activity. So,

  • if it’s exercising: read about Tabbata exercise (they are great for getting results using little time), and spend the next 5 minutes planning how you can do it tomorrow (e.g., what you need, the procedure, etc.).
  • If it’s reading a book (or download a sample chapter): either buy the book or start reading it if you already have it.
  • If its acquiring a skill: research about it and start identify relevant courses or steps you need to complete.

Whatever it is that you wish to do, don’t wait until you have more timestart to make room for it today, and use the time, as short as it may be, to think about it, plan it, and just get on with it…!
Key points for this activity:

  • Wake-up when the alarm goes off: no excuses…!
  • Be focused, don’t drift to check your work email or any other distractions.
  • Just focus on one thing.

c) [More Efficient Time at work]
Download a timer (or use your own watch) and time your activities.

This idea here is to focus on one thing at a time during work.
Using the timer will mean that you can only measure the time for the current activity. If you are in the middle of a task, and you feel like checking emails or anything else, focus on completing your current task (stay away from the inbox for now :-)).
Key points for this activity:

  • Have only the window that you need open for the current task
  • Resist drifting to your email inbox
  • Close this email client
  • If you do need to check your email, set times when you will do so, ideally 3 times per day (e.g., 9.00am12.pm, and 3.00pm), this will help you to focus on your other tasks and to only check emails when it is needed.

Set 10 minutes of uninterrupted time at work and use it for yourself. I repeat: use it for YOURSELF. So it could be looking at more information about your hobby or starting your side project. It may be easier to take this time off your lunch break or at the end of the day, 10 minutes before you finish.
Key points for this activity:

  • Set a time to start, and whatever you are doing at this time, stop, and focus on your 10 minutes.
  • Time it so that you use the full 10 minutes for yourself
  • Make sure you are uninterrupted
  • Only focus on one thing: that is, something that you would like to do and that you have identified previously.

Bonus Time: if you managed to check your email only 4 times on the day (or less), use 15 minutes of ME Time instead of 10. You have earned it!
That’s it.

d) More time at home in the evening
Because you are starting to wake up earlier, you also want to make sure that you go to sleep earlier. So here is the deal:

  • Set an alarm on your phone so that it goes off 45 minutes before your ideal bed-time.
  • By ideal I mean the bed time that will give you enough time to sleep and recover from the day. For some people it may mean 8hours sleep, for other 7hours. So, let’s say that you now wake up at 6.30am in the morning, then you could try to go to be at 10.30pm, and that would give you about 8hours of sleep, which would be wonderful. So in this case, put your evening alarm for 9.45pm.

Key points for this task:

  • When the alarm goes off at 9.45pm, give yourself 5 minutes to finish what you were doing, and start the evening routine (tooth brushing, etc.) and then read a book (preferably a fiction)
  • It is important that you keep this routine, so that you build a habit progressively
  • If you need to, you can put some relaxing music from 10.00 onward, as it will help you to wind down.
  • At 9.45pm switch off the Internet, put your pone on flight-mode, and also switch off the TV. Its time for your brain to chill, and to disconnect from the cloud. “

by Patrick Felicia

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apontamentos a ler mais tarde

Why you shouldn’t enter the mobile market as an indie developer

+infos: LINK

(Investigação) Revista online (papers)

+infos: LINK

Story for Platformer Games: Introduction

+infos: LINK

Swords, Pixels & Blood Magic (or: How we worked hard to ignore every trend and make the game we always wanted)

+infos: LINK

O LADO INDEPENDENTE DOS VIDEOJOGOS CRIADOS EM PORTUGAL

+infos: LINK

O game design de The Keeper

+infos: LINK 

Memoirs of a Spectrum Addict

+infos: LINK

screeps.com (engine de AI com o javascript)

Se for necessário fazer testes online acerca de um mundo MMO e/ou RTS com AI então é possivel usar esta plataforma open-source!!

+infos: https://screeps.com/

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Publicar na Steam

Surgiu na comunidade um relatório que foi desenvolvido a partir das respostas a questões por parte de pessoas que publicam ou publicaram na Steam.

Algumas das sugestões que são feitas estão relacionadas com:
“1. Remove ability for users to delete developers’ comments on their reviews.
2. Clarify what a developer needs to do in order to qualify for various featuring opportunities.
3. Bug reporting/technical support should be built into Steam/Steamworks. Filter issues that are Steam issues to Steam support team instead of to the developer.
4. Devs should be able to have one unified landing page for all their games.
5. The Steam Community feature needs better ways to deal with toxic users.
6. Valve should increase the overall volume of sustainable middle class developers.
7. Make reviews on the frontpage representative of the game’s review percentage.
8. The “Upcoming Games” list is becoming useless.
9. Devs should have better tools and info for tracking and identifying players who abuse/hack multiplayer, bot/farm item drops, etc.
10. Devs should have the possibility to send messages to forum users.

+infos(análise ao estudo): LINK

+infos(estudo completo): LINK

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The Indie Game Developer Handbook

Gostava de ter acesso a este livro: The Indie Game Developer Handbook

Os principais tópicos deste livro são:
Indie Game Development
Development Tools and Resources
Self-Publishing
QA, Localisations and Age Ratings
PR and Reaching Out to the Press
Marketing
Advertising
Websites, Forums and Source Control
Funding
Tax, Legal and Other Odds and Ends

+infos(loja): LINK

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